[D&D 5e] Princes of the Apocalypse DM Asmodeus (Inactive)

Game Master bwatford

Current Location: Bargewright Inn in the Dessarin Valley


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Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Ok, then what is the cost to enchant/make a +1 staff that we discover in the formula for reverse engineering the Reszur? I assumed that Keaton was going to undertake this task. There is surely an associated GP value that we will learn from the formula to make a +1 Staff, right?


Narnel Falerathon wrote:
Ok, then what is the cost to enchant/make a +1 staff that we discover in the formula for reverse engineering the Reszur? I assumed that Keaton was going to undertake this task. There is surely an associated GP value that we will learn from the formula to make a +1 Staff, right?

I need a consensus from the group on if they want to go ahead and destroy "Reszur" to gain the formula or wait till a later time.

So everyone just give me a quick vote.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Understood...


@Ember & Molok

If you want to be part of one of the five factions then please let me know which one at this time. Faction information can be found on the Campaign Info tab.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok is now a member of the Lord's Alliance.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

I have no use for a +1 dagger. So it's fine with me. Unless the dagger has anything more than the +1 bonus.


@Kenna

Do you want a faction?


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

I thought about a faction. And unless we don't have the option to join one later, I think I'll pass for now. Kenna is not really the type to affiliate with an organization although she shares some interest with the emerald conclave.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

I say we wait a little on getting the formula from the dagger. We do not have the funds to make a new magic weapon with the info. Also in a pinch it may be useful.

If no one else wants it Keaton will carry it wrapped up in his backpack.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

I said I would carry it, not a problem. I just was wondering if we could be told the cost now, so I knew what number I was saving towards.


I currently have the Wand of Magic Missiles and the Driftglobe being carried by Keaton. I have "Razur" being carried by Narnel.

If this is not correct then please let me know.

I also have updated all the links on the campaign info tab with current information so the Guest Log and Treasure Log, etc. are current.

@Narnel

Until the item is reverse engineered I can not give you the price as that is part of the formula.


Kenna Icemane wrote:
I thought about a faction. And unless we don't have the option to join one later, I think I'll pass for now. Kenna is not really the type to affiliate with an organization although she shares some interest with the emerald conclave.

It is perfectly fine to play factionless. There will be other opportunities during the course of play and you might even want to join a minor faction that you come across in game.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2
DM Asmodeus wrote:

Keaton,

The question about the disk I think is a wonderful idea, and would work just like you say. However since you have a hawk you need to keep in mind that the disk can not do a elevation change with the hawk of more than 10 feet. So the hawk would have to pretty much stay within 10 feet of the ground. Also it is a force disk so it is technically invisible.

QUOTE FROM SPELL DESCRIPTION
It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

With the above being said. I am not above spell research to bend the rules of the spell. Like make the disk visible to look like X or to have the disk be able to do higher elevation changes, etc.

However you will have to do this in game, "if" you can find a wizard or "library" that can help you with knowledge of such things. Also the knowledge may become easier to understand as you level.

All things are possible. (Within reason)

LOL, I have not forgotten about this. Is this something I could do instead of getting a new spell? Maybe upgrade an old spell?

-increase the 1 hour duration
-increase the weight limit
-increase the elevation limits
-allow it to follow my familiar

If none of this is possible I will learn the 1st level spell Alarm


Quote:
However you will have to do this in game, "if" you can find a wizard or "library" that can help you with knowledge of such things.

The cost would be the same as researching a first level spell. You would also need to rewrite the new "changed spell" into your book and name it. i.e. Keaton's Floating Disk etc.

You could only make a single modification to the spell from the following list.

- Increase duration to 2 hours.
- Increase the weight limit to 1000 pounds.
- Increase the elevation limit to cross from 10 feet to 20 feet or more.
- Increase the height it floats off the ground from 3 to 6 feet.
- Be able to order it to follow someone else such as a familiar, another player, etc. as long as they were not flying beyond its range but the disk has to stay 3 feet off the ground and can not follow it into the air. If they get more than 100 feet away then it would not follow any longer. (As per the spell.)

Also you could give the spell a cosmetic change in addition if you wanted it to appear as say a star shaped disk or manifest as a floating shield laid flat, etc. (No mechanical change, just in how it manifest.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

I will increase the duration. It was useful before, but a pain to do the ritual every hour.

Can the Harpers help me find a library nearby?


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

I will carry the dagger until the time is ripe to reverse engineer it. Thanks!


Keaton Larroquette wrote:
Can the Harpers help me find a library nearby?

The Harpers can let you know that the closest small library would be found in the small cities of Triboar or Yartar to the north. The closest vast library of knowledge is Waterdeep.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Would I be able to get to one of those libraries and back? It sounds like we are fast forwarding two months in game.

If so I would ask the Harpers to write me a letter or something that would help me with contacts in the other town so I am not just some guy coming off the street.


Keaton Larroquette wrote:

Would I be able to get to one of those libraries and back? It sounds like we are fast forwarding two months in game.

If so I would ask the Harpers to write me a letter or something that would help me with contacts in the other town so I am not just some guy coming off the street.

You could have hitched a ride with a caravan going to Waterdeep. It is about 10 days there and 10 days back.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

So I would improve the spell to Keaton's Improved Floating Disk. I will deduct 110 gp.


Keaton Larroquette wrote:

So I would improve the spell to Keaton's Improved Floating Disk. I will deduct 110 gp.

What did you improve on it. You can choose ONE thing from the above list I gave you.

- Increase duration to 2 hours.
- Increase the weight limit to 1000 pounds.
- Increase the elevation limit to cross from 10 feet to 20 feet or more.
- Increase the height it floats off the ground from 3 to 6 feet.
- Be able to order it to follow someone else such as a familiar, another player, etc. as long as they were not flying beyond its range but the disk has to stay 3 feet off the ground and can not follow it into the air. If they get more than 100 feet away then it would not follow any longer. (As per the spell.)

Also you could give the spell a cosmetic change in addition if you wanted it to appear as say a star shaped disk or manifest as a floating shield laid flat, etc. (No mechanical change, just in how it manifest.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Duration.


Vacation time ahead....

We are leaving for the beach in the morning (Monday, April 18th) and will not be returning to (Monday, April 25th) during this time I will be unable to process turns and will have very limited internet access. So everyone take a week off. Feel free to use the discussion thread for planning, general chatter while I am gone. I will update the game upon my return.

Have a great week,

Billy


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Thanks...enjoy!


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Do we want to prepare a course of action?

I need to go to Womford to check on some books and inquire about a Dwarf named Bruldenthar. He was part of the delegation that went missing. This one may be time sensitive.

Are there any other missions?


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

This is coming as a surprise to me as much as it will to you, but I will be hospitalized with little to no internet from tomorrow April 22nd for an amount of time not yet determined. Hopefully only for the weekend but possibly longer. The operation isn't a big thing but I'll have to stay there anyway.

GMPC me as needed.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Heel up fast! Good Luck!


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Wow. Wish you a speedy recovery.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Thank you. I'm back, everyone!


Ok, I am guessing that the group will let the Sheppard lead you to the new graves and then continue from their toward Wormford is the plan. Heading out at first light in the morning.

I need a marching order for the road. A Watch order for when you camp at night.

You will also need to make sure you have enough food and stuff for the journey. I guess you will bring the mule and cart/wagon with you so whomever is in charge of it can keep a running count of what is on it.

Make final preparations, we are about to move out. Anything that needs to be done in Red Larch, do it now.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

I am ready to go, already have 5 days of food.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Narnel will be up front scouting ahead to one flank with whomever would like to do the same on the other flank. Narnel will volunteer for the early morning watch, whether that be the third or second.


So this is what I have so far....

Marching order...

Narnel
Shepherd

Watch order..... (3 watches)
First Watch = ?
Second Watch = ?
Third Watch = Narnel

I need everyone else's input before we continue... Molok? Ember? Kenna? Keaton?

The Shepherd that is leading you to the graves will go in the second row behind Narnel Also we need to place the cart somewhere in the order.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok will travel behind the shepherd and will take the first slot for watch.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Keaton would like to sit in the cart, he will offer casting Keaton's Fabulous More-er Improve-id and Better-er Floating Disk for each person so they do not need to walk. He offers to keep casting the spell as a ritual as he comfortably sits on his giant conjured comfy pillow in the back of the cart.

so
Keaton in back of cart if allowed

if not behind the cart

he will do third watch


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna will walk in front of the Shepherd and take second watch.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

Ember will travel between Molok and the cart.

I'll take the second watch with Kenna.


Ok I have.....

Marching order...

Narnel and Kenna
Shepherd and Ember
Molok and Keaton (On Cart)

Watch order..... (3 watches)
First Watch = Molok and Shepherd
Second Watch = Kenna and Ember
Third Watch = Narnel and Keaton

Will get us underway in the game thread momentarily.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Not sure what you would like me to roll, have not physically touched anything yet.

Also, fun fact. A Keat is in homage of a Smoot, which is 5'7". In Boston we had this MIT college kid that measured a long bridge by laying down and measuring in his body lenght. The bridge was something like 340 & 1/3 Smoots. It frequently gets referenced in RL games in the area as a joke.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Here is my plan, anyone have a better plan or want to add to it?

Kenna can get a head start with one body and the group.
Floating disk as ritual, giving us 5 minutes.
Molok stays with me to put 3 of the bodies on the disk, it can hold 500 lbs.
Then we use those 5 minutes to run like hell to catch up to Kenna, the disk will glide behind with no difficulty.

I would like to conjure something spooky and unexpected to have the pirates ponder it and buy us more time. Plus it will disappear in an hour.

Tempted to create a minor illusion for sound, it being lots of crows and very loud, just to add to the creep factor when they get here.

@DM, being that I was a ship's mage who's job it was to fight off pirates would i know of any superstitions that may disturb them. Like in Treasure Island how the pirates got superstitious about the bible page with a black ink blot.


Keaton Larroquette wrote:


@DM, being that I was a ship's mage who's job it was to fight off pirates would i know of any superstitions that may disturb them. Like in Treasure Island how the pirates got superstitious about the bible page with a black ink blot.

Nothing specific (if they are truly pirates, but I am sure you can come up with something considering you have the empty graves to work with.


I need some input from the rest of the players on what you are doing. If you are heading off with the wagon as Keaton suggest then in which direction are you heading?

Also who is staying with Keaton while he cast the spell?


Give me a direction of travel and I will move things forward.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

If the pirates approach from the trail, the group should move away from the trail. I suggest looking for some trees or something to hide the wagon.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Right - opposite direction from the sound.


We will move forward once the group has come to a consensus on a course of action. You have not had a full nights rest yet since it was interrupted.

Do you finish the rest and head on to Wormford or do you break camp now and follow the Water Cult.?


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok is for following the water cult members


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

I too would head to the Water Cult.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

follow pirates

@molok, I too enjoy this relationship.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Also in favor of going after the water cult.

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